Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Any crunchy RPG's out there anymore?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DrunkonDuty" data-source="post: 8181570" data-attributes="member: 54364"><p>Re. HERO and GURPS and the line (if any) between them in terms of crunch.</p><p></p><p>Up front I should say that I'm a big time HERO system fan, so assume I'm gonna show bias in its favour.</p><p></p><p>Folks over on the HERO boards always say that HERO's complexity is "front loaded." That once you've done character design it plays pretty smoothly. In my experience that is broadly accurate. What it doesn't say is that that axiom applies to campaign settings too; even published ones. So say you want to play generic high fantasy adventures in the HERO published setting <em>The Turakian Age. </em>The GM still has a lot of prep work to do going such as choosing limits to attack, defence, damage, spell power, etc. Unlike a level based system where power level is hard coded into the game, in HERO the GM has to work that stuff out themselves. And there's decidedly little guidance on how to go about doing that. A very frequent question posted on the HERO boards is "How do I tell what's too much/too little power?" </p><p></p><p>But once that is all done the game plays very smoothly. It runs well because HERO runs on an algorithm. There's not much need to look things up in play.</p><p></p><p>GURPS character design is more like picking feats for DND/Pathfinder in that there's a list of things to choose from. The problem I find is that each feat/power/spell in the list more or less runs on it's own rule; this can lead to complex interactions between the various feats (and even between the feats and the broader rules.) That in turn can then lead to frequent looking up of rules during play which of course leads to slower play, possible inconsistent GM rulings, yada yada yada. </p><p></p><p>So in conclusion: </p><p></p><p>I think GURPS plays more easily than mid+ level DnD/Pathfinder, but HERO plays more easily than any of them. </p><p></p><p>Character design is easier in GURPS because the player, especially a new player, can simply pick things from a list. Hell, most gamers of my acquaintance, me included, think that that's fun. Character design in HERO is harder as it requires an understanding of an algorithm that looks pretty damn impenetrable to a new player. </p><p></p><p>Cheers.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 8181570, member: 54364"] Re. HERO and GURPS and the line (if any) between them in terms of crunch. Up front I should say that I'm a big time HERO system fan, so assume I'm gonna show bias in its favour. Folks over on the HERO boards always say that HERO's complexity is "front loaded." That once you've done character design it plays pretty smoothly. In my experience that is broadly accurate. What it doesn't say is that that axiom applies to campaign settings too; even published ones. So say you want to play generic high fantasy adventures in the HERO published setting [I]The Turakian Age. [/I]The GM still has a lot of prep work to do going such as choosing limits to attack, defence, damage, spell power, etc. Unlike a level based system where power level is hard coded into the game, in HERO the GM has to work that stuff out themselves. And there's decidedly little guidance on how to go about doing that. A very frequent question posted on the HERO boards is "How do I tell what's too much/too little power?" But once that is all done the game plays very smoothly. It runs well because HERO runs on an algorithm. There's not much need to look things up in play. GURPS character design is more like picking feats for DND/Pathfinder in that there's a list of things to choose from. The problem I find is that each feat/power/spell in the list more or less runs on it's own rule; this can lead to complex interactions between the various feats (and even between the feats and the broader rules.) That in turn can then lead to frequent looking up of rules during play which of course leads to slower play, possible inconsistent GM rulings, yada yada yada. So in conclusion: I think GURPS plays more easily than mid+ level DnD/Pathfinder, but HERO plays more easily than any of them. Character design is easier in GURPS because the player, especially a new player, can simply pick things from a list. Hell, most gamers of my acquaintance, me included, think that that's fun. Character design in HERO is harder as it requires an understanding of an algorithm that looks pretty damn impenetrable to a new player. Cheers. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Any crunchy RPG's out there anymore?
Top